Creating a creature is a simple process of putting together your own traits and determining damage based on the level of threat you’d like the encounter to be, but remember that this isn’t a mathematical formula but more of a creative guideline to help you craft a general creature that will hopefully be an obstacle that is relative to the challenge you’d like your players to overcome, therefore any idea or inspiration received from creating a creature should be pursued whether the traits are in this section or requires creating your own.
One of the first steps of determining what type of creature to make is deciding the type of challenges and obstacles you’d like your creature to make for the players. To create a creature we will follow the guidelines below;
- Determine the ability scores
- Select a creature type(s)
- Determine creature traits
- Determine attacks and damage
- Determine Beast Magic abilities
When using these tables to create a creature remember that the presented information is meant to be general and generic in order to help spark creativity on how the creature’s features could translate to game mechanics. You may remove or add game mechanics as needed for your creature as long as it seems like a proper challenge to your players.
Creature Index
For examples, an index of pre-made creatures are provided here. Though depending on the talents and level of your players, these creatures may require alterations to achieve the desired threat. Note that all of the creatures provided are considered “level 1” and may require adjustment for higher level characters.
Creature Ability Scores
Determining the ability scores of a creature and their ability score increases follows the same rules as the player characters, but their scores should be tailored by the challenge you’d like the creature to serve as, rather than rolled. When generating ability scores, they should also reflect the same bonuses as the characters. Weaker creatures may only use their best stat for their Defenses like the players, but a stronger or larger creature would be better suited to combine both ability scores to add to their Defense. This is to prevent Ability Score bloating and creating Skill Checks with too high of bonuses. This method allows for fair and consistent opposing dice rolls and other DCs the players may face while still giving the creature a higher Defense to make them a more formidable foe.
Determining the creatures Hit Points will vary based on your party’s damage output, but the purpose of the encounter should be kept in mind. A creature with a lair or a reoccurring villain should have enough Hit Points to be intimidating but not so much as to lead to a long and uneventful encounter, but perhaps you just need some throwaway creatures for the heroes to easily overpower to get their attention back to the table, then a troupe of creatures that would die with one decent hit would suffice. When creating a “level 1” creature, use the same rules as the players for starting HP (Constitution Score + maximum hit die). Below is a recommended table to help you start balancing your creature’s Hit Points, but does not take the role of your creature into account, meaning if you’re creating a “boss” for your players who is a Medium creature, the purpose of the challenge requires a higher Hit Die.
Size | Hit Die |
---|---|
Tiny | 1d4 + Constitution modifier |
Small | 1d6 + Constitution modifier |
Medium | 1d8 + Constitution modifier |
Large | 1d10 + Constitution modifier |
Huge | 2d10 + Constitution modifier |
Gargantuan | 2d12 + Constitution modifier |
Creatures do not use Mana Points to keep their powers simple and prevent too much tracking for you, the GM. Instead choose the amount of times you’d like a creature to be able to use spells or spell like abilities and when and if they’d be able to use them again after a certain time.
Creature Types
The type of creature you create is typically based on it’s origins, where it was born, or how it was created. A creature may be more than one creature type, adding or removing features to create a unique creature.
Type | Ruling |
---|---|
Aberration | Creatures that are alien to the natural world, oftentimes bizarre anomalies that are supernatural or extraplanar in nature. Aberrations generally have strange abilities and traits that leave a fearful fascination to them. Psychic and Mental Resistance/Immunity. Telepathy. |
Beast | Creatures that are native to the natural world, oftentimes with animalistic features. They can be highly adaptive and cunning, or wild and instinctual. Being driven by nature, Beasts are not always opponents and can be powerful allies in a variety of ways. Enhanced Senses. Territorial Advantage. Beasts are often intimately familiar with their home territory. This could grant them advantages in combat or survival situations when they are in their favored environment |
Elemental | Creatures that are embodiments of primal nature. Elementals are associated with the elements of nature such as Air, Earth, Fire, and Water. Elementals are spirits, guardians, and aspects of nature and can be of the natural world or of the Elemental Plane. Elemental Affinity. Innate Spellcasting. |
Humanoid | Creatures that are more human-like in nature, able to use tools and oftentimes have some cunning to them. Humanoids generally have a form of society and culture and are very adaptable beings. |
Monstrosity | Creatures that defy the forces of the natural world, oftentimes created or birthed by magic, and as such some Monstrosities have become a natural anomaly after creation or only being born through the manmade rituals of creation. Unnatural/Magical Resilience. Nightmarish Visage. The appearance of a monstrosity could be so horrifying that it can cause a fear effect. |
Plant | Creatures that are plant-based beings,needing particular conditions in order to survive and thrive. Plant beings offer a wide variety of creatures both deadly and friendly. Photosynthesis. Plant creatures might have the ability to heal or regenerate hit points when in sunlight or a similar light source Seasonal Adaptation. Plant creatures might change their stats or abilities based on the season, reflecting their growth and dormancy cycles. Immunity to Mind-Affecting Effects. Plant creatures are often immune to charms, compulsions, phantasms, patterns, and morale effects due to their different consciousness. |
Slime | Creatures that are amorphous and gelatinous in nature, oftentimes seeking places that compliment the growth of their bodily nature and need to feed. They are resilient and distinguishing creatures despite how deadly they may be. Amorphous Body. Absorption/Weakness. Engulf. The Slimes can usually trap creatures within their body. |
Undead | Creatures that were once dead but have now been brought back to life. Undead can be remade in a variety of ways depending on the one who resurrected them. |
Creature Sizes
A creature’s size determines how much space it takes up in the world. With certain sizes comes certain benefits, but sometimes hindrances.
Size | Rulings |
---|---|
Tiny | 2 ft x 2 ft creatures or smaller. These creatures are typically a Swarm and can inhabit the same space as another creature, yielding disadvantage and damage resistance from weapon attacks, but weak against AoE attacks and are not very strong physically. |
Small | Creatures below 5 ft x 5ft. Creatures that are quick and difficult to hit, can also fit into smaller spaces without much difficulty. |
Medium | Creatures that are approximately 5 ft x 5 ft or a bit larger. One of the most common creature sizes for most beings. |
Large | Creatures that are typically 10 ft x 10 ft or a bit larger. They often have great physical strength and can move further, but are typically easier to hit and can be mounted by Medium or smaller creatures, though Mounted combat is typically not ideal unless piled upon. |
Huge | Creatures that are typically 15 ft x 15 ft or a bit larger. They often have significant power but are easily mounted, though have much force to fight off grounded and mounted foes. Typically, Huge creatures may be walked under, though treated as difficult terrain, and may end their turn underneath the creature. |
Gargantuan | Creatures that are 20 ft x 20 ft or a bit larger. These creatures have an unmatched strength and are nearly unstoppable. Typically a Gargantuan creature cannot be stopped unless Mounted or by an otherwise large force or another larger creature. These creatures may also typically be walked under, though treated as difficult terrain, and may end their turn underneath the creature. |
Body Type
The environment the creature natively dwells in often determines what kind of body type it has. Creatures typically only have one body type unless having a form of chimeric nature.
Type | Rulings |
---|---|
Quadrupedal | ~40 ft – 50 ft speed, Typically can be used as a Mount |
Bipedal | ~20 ft – 40 ft speed |
Serpentine | ~30 ft speed, Resistance to being Prone, Proficient in Climbing and Swimming |
Avian | ~20 ft speed, ~40 ft flying speed |
Aquatic | ~30 ft – 50 ft swimming speed |
Amorphous | ~15 ft – 30 ft speed, Amorphous Special Ability |
Insectoid | ~30 ft – 50 ft speed, 6 or more limbs, Natural Armor (Exoskeleton) |
Plantoid | ~ 0 ft – 30 ft speed, Weakness to Fire, Resistance to Water |
Defenses
Creature defenses are abilities the creature has that affect its Armor Class, Fortitude, Reflex, or Will, and may be internal or external.
Type | Rulings |
---|---|
Natural Armor | The creature has a natural armor that gives it added benefits to their Defenses; Scaled Hide. High Armor Class bonus, Resistance to Slashing damage Shell. High Armor Class and Fortitude bonus, Resistance to Piercing damage, -10 ft. speed Blubber. Armor Class and High Fortitude bonus, Resistance to Water damage and Frozen Conditions Thick Hide. Armor Class bonus, Exoskeleton. Osteoderms. Mucus Layer. Resistance to Fire damage and Burning Conditions. Feathers. Resistance to Wind damage and Windswept Conditions. |
Armored | The creature is wearing armor, gaining its benefits provided in the Equipment chapter. |
Ethereal | Immune to Status Conditions. |
Sturdy | Innate resilience that provides a bonus to Fortitude. |
Agile | Flexible and a quickness that provides a bonus to Reflex. |
Mental Fortitude | A strong mind that provides a bonus to Will. |
Senses
Some creatures have hyper senses, either due to a lack of another sense, or from a requirement for the creature to thrive in it’s habitat.
Type | Rulings |
---|---|
Darkvision | Allows the creature to see in the dark without a light. |
Blindsight | Relies on something other than sight like echolocation for a certain radius. |
Truesight | The ability to see through illusions and invisibility. |
Thermal Vision | Detects heat signatures, being able to “see” even through walls. |
Telescopic Vision | Allows the creature to see great distances. |
Tremorsense | The creature is able to determine the placement of things touching the ground or underground within a certain radius. |
Panoramic Vision | The creature has nearly 360 degree vision, unable to be surprised. |
Nictitating Membrane | A transparent eyelid that protects the eyes, granting them vision underwater and in harsh seeing conditions such as a sandstorm. |
Enhanced Senses | The creature has an advanced sense, such as smell or hearing. |
Appendages
Some creatures have high functioning appendages, which determine how the creature interacts with the environment, manipulates objects, or performs attacks. These appendages usually are not used for movement or are traits that alter the appendages in the creature’s Body Type that are used for their primary movement.
Type | Rulings |
---|---|
Antennae | Sensory appendages that detect certain signals. The creature is Skilled in Perception Skill Group checks. |
Claws | Weapons on arms or legs that can Slash and potentially Lacerate enemies, the creature is Proficient in Climbing checks. |
Tentacles/Vines | Flexible appendages that can be used as a weapon for Bludgeoning and Grappling, oftentimes gives the creature Reach. |
Wings | Gives the creature a flying speed. |
Fins | Gives the creature a swimming speed. |
Tails | A unique flexible appendage that has a variety of functions based on the design of the creature. Balance. The tail is made for balance and yields no benefits. Aquatic. This tail allows aquatic creatures to Dash in water as a Bonus Action. Display. This tail is made for intimidation or attracting a mate and can be used for Social skill checks, or potentially for unique attacks of their own. Prehensile. The user may perform simple tasks, such as holding onto a tree limb or hold items without using hands. This tail makes the creature Skilled in Climbing checks. Sensory. This tail contains sensory receptors that give the creature a Sense. Weaponized. The tail is equipped with a damaging type appendage such as a stinger or a claw, giving an attack option, often with Reach. |
Hooves | Typically leg appendages that could provide powerful bludgeoning kicking attacks that can Dizzy foes. |
Pincers | Appendages that can clasp and crush things, grappling and dealing Bludgeoning damage. |
Horns | Protrusions made from bone, these deal Piercing damage and can typically potentially Lacerate |
Trunks | Long flexible sensory appendage, giving advantage to Awareness checks involving smell, and has a Reach distance when breathing or manipulating objects. |
Mandibles | Mouthparts much like Pincers, however Mandibles deal piercing damage, and when used are often for eating, giving the creature HP regeneration on Mandible attacks. |
Stingers | Appendages often on tails, deals Piercing damage and oftentimes is used to deliver venom that poisons, paralyzes, etc. etc. |
Webbed Feet | Leg appendages that give the creature a swim speed. |
Gills | Respiratory appendages that allow for breathing in underwater environments. |
Beaks | Hard, pointed mouth appendages used for pecking or biting, dealing Piercing damage. |
Talons | Weapons on arms or legs that can Pierce and Grapple enemies. |
Multiple Heads | The creature has multiple of the same head, a monstrous blend of different heads, or the potential to grow multiple heads under certain conditions. |
Multiple Tails | The creature has multiple of the same tail or a blend of different tails. |
Traits
These are highly defining mechanics that define the creature’s role in the game, such as spell-like powers, elemental attacks, or healing abilities. Creatures often have multiple traits, but the more traits the creature has more often the more difficult the creature will be.
Type | Rulings |
---|---|
Bioluminescence | The creature emits a light from its body. |
Camouflage | The creature can blend into their environment, making them hard to detect. |
Venomous | The creature can Poison the target with its bite, fangs, stinger, etc. |
Poisonous | The creature can Poison the with any melee attack or if a creature touches or uses a Touch spell on a creature. |
Regeneration | The creature can regenerate in some way quicker than naturally. |
Telepathic | The creature may communicate mentally in languages it knows. |
Spider Climb | The creature may walk on walls and ceilings without making Climbing checks and may move without penalty. |
Invisibility | The creature can become completely translucent. |
Shapeshifting | The creature can change form. |
Alter Size | The creature can shrink itself, or bloat itself, or both. |
Intangible | The creature may pass through objects and is unable to be grabbed, such as a misty or gaseous form. |
Control Weather | The creature can control the surrounding nature, creating perhaps a lightning storm or a loud and chaotic gale. |
Aura Effect | The creature has an Aura about them, affecting other creatures with damage, Conditions, etc. etc. |
Burrowing | The creature has the ability to dig into the earth, creating tunnels and moving through the ground without penalty. |
Waterbreathing | The creature is able to breathe underwater by some means. |
Mimicry | The creature is able to mimic sounds or voices it has heard. |
Elemental | The creature is of the Elemental creature type and has an Absorption or Immunity to its element and Immunity to the Elemental Condition, while having a Weakness to its opposing element and its Elemental Condition. |
Spellcasting | The creature has intelligence and is able to cast Blue Magic, which in turn may be a spell that Blue Magic users can learn. |
Amorphous | The creature is of the Slime creature type as well as any other creature type you have chosen, has no fixed form and can squeeze through tight spaces, Resistance to Bludgeoning, Piercing, and Slashing damage. |
Undead | The creature is of the Undead creature type as well as any other creature type you have chosen, having been brought back to life, either as an empty, zombified husk with no role or perhaps as a thrall for a powerful magician. |
Call For Backup | The creature has a somewhat social nature and may use a vocalization of some sort to call for reinforcements. |
Nimbleness | The creature is quick, able to Shift for a Minor Action. |
Ingrain | The creature is able to draw energy from the earth, restoring their Hit Points using an Action. |
Damage and Scaling
The damage scaling is determined by making a decision about how deadly of a threat your creature should be. Below is a table that references damage types to a damage die to streamline the general damage.
For creatures who are being made for higher level players the damage may be scaled with the players much the same way the player’s damage scale by giving creatures multiple attacks, or perhaps a more powerful singular attack with multiple of the same damage die determined by the level of your party.
Damage | Die |
---|---|
Miniscule | d4 |
Light | d6 |
Medium | d8 |
Heavy | d10 |
Massive | d12 |
Legendary Actions
Some especially powerful creatures may have Legendary Actions, these actions are things such as a Dragon having a special flyby breath attack that is an extended Area of Effect or Medusa and her Stone Gaze acting as a Cone that extends up to the end of her visibility.
The creature may use these Actions as part of the end of their turn, this is when a tell should be communicated with the players, either through description or highlights on a virtual or physical tabletop. The action itself is triggered at the beginning of the creature’s next turn. This is meant to be an engaging way to keep the encounter engaging while giving your players something to stay on their toes. The players now have until the beginning of the creature’s next turn to get out of the incoming AoE or break the line of sight to avoid an attack.